apollon - eparticipation re-adjusted pilot techniques and methodology

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DELIVERABLE Project Acronym: APOLLON Grant Agreement number: 250516 Project Title: Advanced Pilots of Living Labs Operating in Networks D.5.4 Re-adjusted pilot techniques and methodology Authors: Tanguy Coenen, Bram Lievens (IBBT) Claudio Vandi (UP8) Dave Carter (MDDA) Project co-funded by the European Commission within the ICT Policy Support Programme Dissemination Level P Public X C Confidential, only for members of the consortium and the Commission Services

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The main issues addressed by APOLLON (Advanced Pilots Of Living Labs Operating in Networks) are the present lack of Living Lab harmonisation and collaboration, and the serious difficulties of SMEs in engaging in cross-border innovation. In this report we describe how the technologies and the methodologies have to be adapted in order to carry out the pilot. The different pilot descriptions within the media and e-participation workpackage were the subject of D5.3. In this report, we document how and why some methodologies have been withheld and others rejected.In other words, this deliverable describes in more detail the way in which the existing technologies will be integrated and how they need to be adapted in order to do so. In addition, this document also describes the adjustments from a living lab research point of view. Concerning living labs, we will not only focus on the actors involved and the context, but also on research activities related to user evaluation.More information on the Project on www.apollon-pilot.eu

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Page 1: Apollon - eParticipation re-adjusted pilot techniques and methodology

 

DELIVERABLE    

Project Acronym: APOLLON

Grant Agreement number:

250516

Project Title: Advanced Pilots of Living Labs Operating in Networks

D.5.4 Re-adjusted pilot techniques and methodology

Authors: Tanguy Coenen, Bram Lievens (IBBT) Claudio Vandi (UP8) Dave Carter (MDDA)

Project co-funded by the European Commission within the ICT Policy Support Programme Dissemination Level

P Public X C Confidential, only for members of the consortium and the Commission Services

     

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Apollon – Deliverable 5.4

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Table of Contents

1.   Introduction  ................................................................................................................  3  2.   Intial  pilot  description  .............................................................................................  5  2.1   Paris  pilot  ...........................................................................................................................  5  2.2   Manchester  pilot  ..............................................................................................................  5  2.3   Brussels  pilot  ....................................................................................................................  5  

3.   Pilot  re-­‐adjustments  .................................................................................................  6  3.1   Paris  pilot  ...........................................................................................................................  6  3.1.1   Use  scenario  ................................................................................................................................  6  3.1.2   Pilot  set-­‐up  ...................................................................................................................................  9  1.1.2   Technology  adjustments  ....................................................................................................  13  3.1.3   User  involvement  ...................................................................................................................  16  

3.2   Manchester  pilot  ............................................................................................................  17  3.2.1   Use  scenario  .............................................................................................................................  17  3.2.2   Pilot  set-­‐up  ................................................................................................................................  18  3.2.3   Technology  adjustments  ....................................................................................................  20  3.2.4   User  involvement  ...................................................................................................................  21  

3.3   Brussels  pilot  ..................................................................................................................  22  3.3.1   Use  scenario  .............................................................................................................................  22  3.3.2   Pilot  set-­‐up  ................................................................................................................................  25  3.3.3   Technology  adjustments  ....................................................................................................  31  3.3.4   User  involvement  ...................................................................................................................  32  

4.   Evaluation  tracking  ................................................................................................  33  4.1   Transfer  Living  Labs  evaluate  SME  technology  based  on  user  feedback  in  cross-­‐border  settings  ..............................................................................................................  33  4.2   SME  evaluation  of  the  collaboration  with  Living  Labs  in  the  cross-­‐border  experiments  ...............................................................................................................................  34  

   

     Statement  of  originality:    This  deliverable  contains  original  unpublished  work  except  where  clearly  indicated  otherwise.  Acknowledgement  of  previously  published  material  and  of  the  work  of  others  has  been  made  through  appropriate  citation,  quotation  or  both.  

The  information  in  this  document  is  provided  as  is  and  no  guarantee  or  warranty  is  given  that  the  information  is  fit  for  any  particular  purpose.    The  user  thereof  uses  the  information  at  its  sole  risk  and  liability.  

 

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Apollon – Deliverable 5.4

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1. Introduction The   main   issues   addressed   by   APOLLON   (Advanced   Pilots   Of   Living   Labs  

Operating   in   Networks)   are   the   present   lack   of   Living   Lab   harmonisation   and  

collaboration,   and   the   serious   difficulties   of   SMEs   in   engaging   in   cross-­‐border  

innovation.  

APOLLON  will  demonstrate  the  positive  impacts  of  cross-­‐border  domain-­‐specific  

Living  Lab  networks,  by  setting  up  an  advanced  pilot  composed  of  4  thematically  

focused  European-­‐wide  Living  Lab  experiments.  SMEs  are  enabled  to  take  part  in  

cross-­‐border   Living   Lab   experiments   beyond   their   home   markets,   and   are  

supported   by   large   industrial   companies,   academic   centres   and   other  

stakeholders.  

The  APOLLON  pilot  aims  to  share  and  to  harmonise   the  Living  Lab  approaches  

and  platforms  between  exemplary  European  networks  as  well  as  the  subsequent  

evaluation  results  and   the  set  up  of   sustainable  domain-­‐specific  networks  on  a  

European  and  global  level.    

APOLLON   addresses   4   major   domains   in   which   ICT   products   and   services  

innovation  may   benefit  most   from   cross-­‐border   Living   Lab   networking.   These  

are:  

• Homecare  and  Independent  Living  

• Energy  Efficiency  

• eManufacturing  

• eParticipation  

The  project  consortium  of  the  domain  4  is  composed  of:  

Issy   Media   (   France),   Université   de   Paris   VIII   (France),   IBBT   (Belgium),  

Manchester   City   Council   (   United-­‐Kingdom),   3D2+1   (France),   Navidis   (France),  

and  People’s  Voice  Media  (France)  

The  objectives  of  Work  Package  5  are  the  following:  

                                                                                                               1  The  name  of  this  SME  has  changed  to  Virdual.  However,  for  the  sake  of  conformity  with  the  other  documents  of  the  Apollon  project,  we  will  keep  referring  to  them  as  3D2+.  

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Apollon – Deliverable 5.4

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• Sharing   and   comparing   technologies/   methodologies   in   order   to  

understand   to  which   local,   regional,   national   results   can  be   extended   to  

other  contexts  and  which  common  technology/methodology  can  be  built  

for  generalization.  

• Adapting  technologies/methodologies  to  the  European  context.  

• Integrating   technologies/methodologies   to   overcome   fragmentation   of  

services  

• Promoting   citizens’   innovation   to   eMedia   participation   in   Europe   and  

evaluating  if  cross-­‐border  user  testing  can  help  existing  projects  to  open  

to  the  European  audience.  

In  this  report  we  describe  how  the  technologies  and  the  methodologies  have  to  

be  adapted  in  order  to  carry  out  the  pilot.  The  different  pilot  descriptions  within  

the   media   and   e-­‐participation   workpackage   were   the   subject   of   D5.3.   In   this  

report,  we  document  how  and  why  some  methodologies  have  been  withheld  and  

others  rejected.  

In   other  words,   this  deliverable  describes   in  more  detail   the  way   in  which   the  

existing   technologies   will   be   integrated   and   how   they   need   to   be   adapted   in  

order  to  do  so.  In  addition,  this  document  also  describes  the  adjustments  from  a  

living  lab  research  point  of  view.  Concerning  living  labs,  we  will  not  only  focus  on  

the  actors  involved  and  the  context,  but  also  on  research  activities  related  to  user  

evaluation.  

The  structure  of  this  document  is  as  follows.  In  section  2,  the  description  of  the  

initial  pilots,  as  described  in  Deliverable  5.3,   is  re-­‐stated.  If  changes  to  the  pilot  

description   have   been   made,   this   is   mentioned,   but   the   actual   changes   are  

detailed  in  section  3.  This  section  provides  detailed  descriptions  on  the  different  

pilots.  Finally,  in  section  4,  a  number  of  ways  to  follow  up  on  evaluations  of  both  

SME  collaboration  and  user  experience  are  described.  

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2. Intial pilot description

2.1 Paris pilot The   French   pilot   is   identical   to   what   was   described   in   deliverable   5.3.   As  

described   there,   the  pilot   involves   the  aggregation  of  Media   technologies  using  

3D  multimedia,   context   aware   mobile   applications   and   Community   Reporting,  

within  the  framework  of  the  Digital  Fort  project  in  Issy  Les  Moulineaux.    

All  WP5  partner's  technologies  will  be  involved:  3D2+  provides  ‘Real  and  More’,  

Navidis  provides  ‘Issy  3D’  and  ‘Urbadeus’,  IBBT  provides  ‘Air  Graffiti’,  and  People  

Voice  Media  provides  ‘Community  Reports’.  2  

The  main  change  with  regard  to  the  initial  set-­‐up  (described  in  deliverable  5.3)  is  

a  more   elaborate   and   detailed   scenario   for   the   pilot   as  well   as   the   decision   at  

which  level  the  different  technologies  will  be   integrated  in  the  pilot.  Between  a  

fully   functional   integration   and   a   simulated   integration   we   opted   to   adopt   an  

intermediate   solution   that  we   call   the   aggregation   approach.   In   this   approach,  

partners'   technologies   are  not   fully   integrated  on   a   common  platform,  but   still  

exchange  data  and  are  mutually  accessible.  

2.2 Manchester pilot As   outlined   previously   in   Deliverable   5.3,   the   Manchester   pilot   will   use   the  

refurbishment  of  Manchester  Central  Library  and  a  public  art  trail  in  city  centre  

Manchester,   managed   by   the   Manchester   City   Galleries   department,   to   focus  

activities   related   to   the   testing   and   evaluation   of   products   from   IBBT,   Navidis  

and   Peoples   Voice   Media   and   the   evaluation   of   Living   Labs   processes   and  

methodologies  created  by  Work  Package  1.  In  addition  to  the  scenario  set  out  in  

D5.3,   the   Manchester   pilot   will   also   involve   a   project   being   run   by   Greater  

Manchester  County  Records  Office  to  engage  citizens  in  local  history  archives.  

2.3 Brussels pilot The  initial  pilot  in  Brussels,  as  described  in  Delverable  5.3,  revolved  around  the  

campus   of   the   future   project.   The   aim  was   to   experiment  with   e-­‐participation  

regarding   the   future   of   the   university   as   an   institution   and   the   campus   as   a  

                                                                                                               2  For  a  full  description  of  these  technologies  see  deliverable  5.3  

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physical  social  space.  Therefore,  various  components  would  have  been  deployed  

at  the  university  campus,  like  an  open  Wifi  network  and  access  to  the  open  data  

sources   from   the   University.   The   purpose   of   the   Brussels   pilots   as   initially  

envisioned   in  APOLLON  was   to  conduct  an  open  envisioning  exercise  based  on  

and   using   this   existing   infrastructure.   This   would   have   been   done   in  

collaboration  with  as  many  stakeholders  as  possible.  The  foreseen  outcome  was  

to   create   a   computer-­‐assisted   methodology   that,   by   using   future   scenarios  

wrapped  in  a  context-­‐aware  application,  helps  to  define  possible  ways  to  record  

scenarios  for  change  of  a  certain  entity  involving  the  users  of  that  entity.    

However,  due  to  the  fact  that  some  of  the  initial  technologies  and  core  services  

on   the   University   level,   related   to   this   smart-­‐university   concept,   are   not   yet  

implemented,  we  are  forced  to  refocus  the   initial  pilot-­‐scenario  and  setup.  This  

will  be  detailed  in  section  3.3.  

3. Pilot re-adjustments

3.1 Paris pilot

3.1.1 Use scenario

The   Use   scenario   for   the   French   pilot   is   built   around   the   City   of   Issy   Les  

Moulineaux   and   the   Digital   Fort   new   district.   The   Digital   Fort   in   Issy-­‐les-­‐

Moulineaux  is  a  new  Green  and  Hi-­‐Tech  district  that  is  being  built  in  the  place  of  

the  old   Issy  Fort   (constructed  between  1840-­‐1845  and  nearly  destroyed   in   the  

war  of  1870).  

The  first  objective  is  to  encourage  the  citizens  to  get  involved  in  the  life  of  their  

city,  to  make  them  discover  and  increase  their  awareness  on  the  rich  history  of  

their   town.  They  will   not   get   involved   in   delicate   political   issues   (for   example,  

expressing   their   anger   regarding   the  works   at   the   construction   site),   but   they  

will   be   able   to   express   themselves   and  have  an  active   role   in   their   town,   via   a  

series  of  innovative  media  technologies.  Using  a  3D  interactive  documentary  on  

the  history  of  the  Fort  and  a  3D  interactive  cartography  of  Issy,  they  will  discover  

the   city's  history.  Using   two  context-­‐aware  mobile   application   for   creating  and  

viewing   geolocalized   content   they   will   participate   in   an   Urban   Game,   become  

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History   Explorers   and   thus   contribute   to   a   shared   representation   of   the   city.  

Through  Community  Reports,  they  will  become  Community  Reporters  and  create  

User  Generated  Content.  

The   pilot   aims   to   test   the   aggregation   of   various   new   media   technologies   for  

involving   and   engaging   the   citizens  during   the   construction  works   and   to  help  

them   discover   and   re-­‐appropriate   the   Fort's   history   and   become   a   part   of   its  

future.  

The  realization  of  the  pilot  will  involve  two  steps:      

• In  a   first   step,   the  Awareness  phase,   citizens  of   Issy-­‐les-­‐Moulineaux  will  

first  be  invited  to  discover  the  History  of  the  Fort  through  a  cross-­‐media  

Documentary  on  the  Fort  and  a  3D  interactive  plan  of  the  City.    

• In   a   second   step,   citizens  will   act   as   History   Explorers   and   Community  

Reporters   and   will   be   involved   in   an   Urban   Game   and   Community  

Reports.  

 Figure  1:  Illustration  of  the  Paris  pilot  scenario  

3.1.1.1 First Phase : raising awareness

To  engage  with  citizens,  it  is  important  to  raise  awareness  on  the  object  of  their  

participation   activity   and   to   provoke   the   citizens'   curiosity   on   the   proposed  

subject.  A  group  of  citizens  will  be  invited  to  participate  in  a  workshop  in  which  

they   will   discover   the   history   of   the   Fort   in   an   innovative   way   using   3D  

technologies.    

In   this   phase,   the   following   technologies  will   be   used   to   create   awareness   and  

provoke  the  citizens'  curiosity:    

• Real   and  More  will   be   used   to   provoke   the   citizen’s   curiosity   about   the  

Fort  and  its  history.    

• Issy   3D   will   be   used   as   the   entry   level   for   the   documentary   to   help  

citizens  visualize  the  Fort  on  the  City  plan.  

Using  these  technologies,  a  mediator  will  explain  the  history  of  the  Fort  and  its  

role  in  the  city.  Citizens  will  be  invited  to  actively  participate  in  the  presentation  

by  contributing   their  knowledge  and  memories  and  by   interacting  with   the  3D  

environment.    

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During   this   workshop,   citizens   will   be  motivated   to   take   an   active   role   in   the  

project  and  become  History  Explorers  and  Community  Reporters   in  the  second  

phase.  At  the  end  of  the  workshop,  citizens  will  be  asked  to  express  their  opinion  

about  the  technologies  they  have  been  using.    

3.1.1.2 Second Phase: User Involvement through an Urban Game and Community Reports

In   this   second   phase,   citizens   will   take   a   more   active   role   and   participate   as  

History  Explorers  and  Community  Reporters.    

During  two  Urban  Games,  the  citizens  will  be  able  to  discover  and  contribute  to  

the  history  of   their   city   in  a  vivid,   interactive  and  playful  way.  Using  Urbadeus  

and  Air  Graffiti,  they  will  follow  a  discovery  trail,  an  Urban  Game  on  the  history  

of  Issy.  Citizens  will  have  to  find  a  number  of  hints  and  clues  that  will  take  them  

through  time  and  legend,  back  to  the  War  of  1870  and  in  emblematic  places  and  

streets  around  the  city  that  still  show  traces  of  the  old  times.    

The   starting   point   of   the   game   will   be   Real   and   More   through   which  

users/players   will   be   introduced   to   the   game   scenario.   With   the   help   of   an  

iPhone  or  another  Smartphone,  users  will  be  able  to  find  POI  (points  of  interest)  

in  the  surrounding  neighborhoods  of  the  Fort  of  Issy  (the  interior  of  the  Fort  will  

be  closed  to  public  access  until  2013).  The  POI  will  offer  access  to  information  on  

the  history  of  the  Fort  and  its  surroundings  before  and  during  the  1870  war.    

The  available  resources  in  the  POI  will  be:  

• Engravings  presenting  the  Fort  during  the  war  

• Engravings  of  the  surroundings    

• 3D  images  based  on  the  digital  reconstruction  of  the  Fort  

• Videos  of  the  360  °  panorama  realized  from  the  digital  reconstruction  of  

the  Fort  

• On-­‐site  additional  information  in  the  form  of    small  texts  

These   POI  will   be   the   starting   point   of   the   urban   game,  which  will   take   users  

from  one  historical  point  to  another,  leading  them  finally  to  the  coveted  treasure.    

Throughout   the   trail,   users  will   have   to   solve   various   riddles   and   puzzles   and  

they  will  have  to  report  constantly  on  their   journey  via  the  Urbadeus  platform.  

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This   will   be   done   by   “capturing   reality”   with   their   mobile   phones   through  

emoticons,  photos,  videos  or  sounds.  

Using   Air   Graffiti,   2D   barcodes   (tags)   will   be   placed   on   certain   historical  

buildings   that   users  will   have   to   find   by   solving   the   various   riddles   along   the  

way.   The   QR   codes   will   link   to   online   content   and   information   about   the  

building/object  they  are  placed  on.    

During  the  game,  citizens  will  have  to  snap  photos  and  take  videos  that  will  be  

uploaded   to   Issy   3D,   thus   creating   a   shared   cartography   of   the   City   History.  

During  and  after  the  game,  players  will  also  have  to  produce  reportage  materials  

using  Community  Reports  methods.  They  will  have  to  comment  on  what  they  do  

and  what  they  see  around  them  as  they  progress  in  the  game.    

After  the  game,  content  produced  by  the  citizens  will  be  accessible  both  on  Issy  

3D   through   Urbadeus   and   on   mobile   through   Air   Graffiti.   Starting   from   the  

contents  produced  during  the  game,  a  Community  Report  will  be  realized  to  keep  

track   of   the   events   and   to   build   a   shared   representation  of   the  City's   past   and  

future.    

3.1.2 Pilot set-up

3.1.2.1 Technologies

In  this  pilot  we  will  use  all  the  technologies  of  the  SME’s  involved  in  WP5.  We  will  now  elaborate  the  role  of  each  SME  in  the  pilot.    

3D2+  

3D2+ provides Real and More,  a  3D  documentary  on  the  history  of  the  Fort  of  Issy  

Les  Moulineaux  and  3D   interactive  reconstruction  of   the  Fort.  The documentary

proposes a guided visit of the place enriched with documents such as video

sequences, engravings, sounds and pictures. The 3D reconstruction of the place

allows the user, in the form of an avatar or a subjective camera, to go around and

make a tour as one pleases in a free visit. Real   and   More   will   be   used   to   raise  

citizen’s  interest  and  make  them  aware  of  the  place  of  the  Fort  in  Issy's  history.  

Navidis  

 

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Naividis  provides  Issy  3D,  a  3D  cartography  of  Issy  that  allows  a  user  to  travel  in  

space  and   time.   Issy  3D  will  be  used  as   the  entry   level   for   the  documentary   to  

help  citizens  visualize  the  Fort  on  the  City  plan.  

Navidis   also   provides   Urbadeus,   allowing   citizens   to   post   with   a   smart   phone  

into   the   3D  Model   of   the   city   additional   points   of   information   for   sharing   city  

experience   and   providing   relevant   feedback.   An   example   would   be   to   build   a  

memory  of  the  city  or  to  raise  any  issues  that  will  be  monitored  by  the  technical  

service  of  the  city.  Urbadeus  will  be  used  to  geo-­‐localize  content  from  the  3D2+  

product  Documentary  and  enrich  it  with  geo-­‐localized  user-­‐generated  content.    

IBBT  

IBBT’s  Air  Graffiti   is  a  context-­‐aware  urban  mobile  service   that  allows  users   to  

describe,  experience  and  discover  objects  and   locations.  The  application  allows  

for  dynamic   in-­‐  &  outdoor  trails  and  uses  GPS,  QR-­‐codes,  RFID-­‐tags  and  short   -­‐

urls.    

Air  Graffiti  will  be  used   to  distribute  context-­‐aware  content   (geo-­‐localized,  2D-­‐

barcodes)   regarding   the   Fort’s   history   around   the   city.   The   Fort   played   an  

important  role  in  the  Franco-­‐Prussian  War  of  1870-­‐71  and  references  to  that  era  

are  still   to  be   found  across  other  parts  of   Issy  and  the  wider  Parisian  area  (e.g.  

museums  in  Paris).    

People's  Voice  Media  

 People's  Voice  Media  will  provide  Community  Reporters  programmes,  which  are  

an  innovative  way  for  people  to  build  confidence  in  the  use  of  social  media  tools,  

learn  new  skills  and  tell  a  story  about  themselves  or  their  communities.    

Community   Reporters   Programmes   will   be   used   to   engage   with   Community  

Reporters   and   creating   Community   Reports   and   work   with   and   train   Issy  

Media’s   staff   as   well   as   recruit   members   of   the   public   to   act   as   community  

reporters.  They  will  create  and  upload  content  on  the  social  media  (e.g.  YouTube,  

Flickr).   The   content   will   be   geo-­‐localized   using   AirGrafitti   and   projected   via  

Navidis’s  Urbadeus  onto  the  Issy  3D  plan.    

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3.1.2.2 Non-SME Actors

We  aim  at  involving  Citizens,  Schools  and  local  public  authorities.  There  is  not  a  

specific  age  range  or  profile.  The  Urban  Game  scenario  will  be  adapted  to  satisfy  

different  user  groups  (kids-­‐adults).  

An  important  actor  for  the  pilot  that  wasn't   involved  in  previous  pilot  set  up  is  

the  City  Museum,  which  provided  a  detailed  list  of  9  Points  of  Interest  that  bear  

some  traces  of  the  history  of  the  City  related  to  the  Fort.  These  will  be  used  as  a  

base  for  both  Community  Reports  and  the  Urban  Game.    

3.1.2.3 User research

Users  are  at  the  core  of  the  pilot  since  they  will  act  both  as  History  Explorers  and  

Community  Reporters.  During  the  pilot  we  will  have  two  ways  of  collecting  users  

feedback  :  

1. During   the   pilot,   as   citizens   use   the   technologies,   a   Living   Lab  

representative   will   be   with   them   to   collect   their   feedback   on   two  

dimensions:   usability   and   acceptability.   This   will   be   done   through  

questionnaires  using  both  Likert  scales  and  open  ended  questions.  These  

questionnaires  will  be  designed  at   the  beginning  of   the  pilot   (by  M14  of  

Apollon).  

2. Towards   the   end   of   the   pilot   (M22   of   Apollon)   we   will   organize   a   Co-­‐

innovation   workshop   to   record   and   analyze   users   feedback   on   the  

technologies   they  have  been  using.  UP8  will  be   responsible   for   this   task  

that  will   be   carried  out  using   a  methodology   that  has  been  used  widely  

before  APOLLON   in   national   projects   in  which  we   brought   together   the  

creator   of   the   technology   and   some   representatives   of   the   target   user  

groups:   the   Eneide   project   about   New   Technologies   for   Education  

(Observus  workshops  with  teachers),  the  RANUTER  project  about  Digital  

Terrestrial   Radio   (workshops   with   drivers),   the   Tablets   for   seniors  

project  (workshop  with  senior  citizens).  These  workshops  are  intended  to  

bring   together   technology   providers   (SMEs)   and   end   users   and   guide  

them  through  a  participative  innovation  workshop  in  which:    

a. Users   can   express   their   needs,   provide   new   ideas   for   technology  

development  and  test  and  highlight  what  they  like  or  don't  like.  

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b. SMEs  can  collect  input  on  what  is  needed  to  improve  acceptability,  

to   make   the   learning   curve   less   steep,   to   adapt   their   tools   to   a  

group  of  users  and  to  extend  the  potentials  of  their  tools.  

The workshops will be conducted along the following lines :

1. Participants  gather  in  the  same  room    

2. Each  participant  introduces  himself  

3. During  a  first  phase,  the  SME’s  make  a  quick  presentation  of  the  proposed  

service  

4. During  the  second  phase,  users  are  invited  to  generate  ideas,  focusing  on  

two  aspects  :  

a. On  the  product  side,  starting   from  existing  services,  possible  new  

usages  of   these  services  are   investigated.  The  general  question   is  

“What  would  you  like  to  do  with  this  service  ?”  

b. On   the   users   side,   starting   from   existing   needs   new   services  

(inside  the  product)  to  satisfy  user  needs  are  focused  upon.    

 

Different   methods   exist   to   boost   the   idea   production   process,   like   free  

brainstorming,  guidance  by  images,  by  scenarios,  ….  Yet  in  order  to  record  ideas,  

what  we  propose  is  for  each  participant  to  write  down  his  idea  on  a  post-­‐it  note.  

Ideas  should  be  formulated  clearly  and  include  a  verb  (ex:  use  the  service  to  do  

X).  

The  mediator  (LL)  then  takes  the  post-­‐its  and  organizes  them  on  a  wall,  creating  

groups   associated   to   “events”   in   the   brainstorming   (e.g.   ideas   generated  while  

discussing  a  given  service,  or  presenting  an  image).    

At  the  end  of  the  brainstorm,  each  group  of  idea  is  commented  together,  trying  to  

identify  the  best  ideas  and  increase  the  coherence  of  what  has  been  proposed.  

Finally,   the   results   are   analysed.   Recurrent   ideas   are   the  most   requested   from  

users.  But  these  are  not  always  the  most  relevant  for  the  SME.    In  order  to  have  

the   most   relevant   ideas   we   need   to   organize   the   ideas   along   categories  

associated  to  services  and/or  along  a  typology  of  ideas  (e.g.  ideas  for  innovation  

/  ideas  for  business  opportunities).    

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3.1.2.4 Timeline

 1. End  of  M12:  Identify  POI  in  Issy  related  to  the  History  of  the  Fort  (done)  

2. End  of  M13:  Adapt  the  Urban  Game  to  include  these  POI  

3. 15th  of  December  (M14)–  People’s  Voice  Media  will  train  Issy  Média’s  staff  

to  use  their  technology  and  become  Community  Reporters  

4. 12th  of  December  (M14)  –  Real  and  More  will  be  presented  at  the  Cité  des  

Sciences  et  de  l’Industrie  in  Paris  

5. 2nd  half  of  M15  –  Test  the  exchange  of  data  between  the  apps  

6. M16:  Preparation  and  Communication  for  the  first  Urban  Game  

7. M17:  Urban  Game  and  Community  Report  during  the  “Fête  de  l'Internet”  

8. M18:   First   evaluation   including   user   feedback   and   SMEs   (what   we  

integrated  and  how  it  worked,  what  are  the  new  perspectives)    

9. M19:  Preparation  and  Communication  for  the  second  Urban  Game  

10. M20:  Second  Urban  Game  and  Community  Report  during  “Futur  en  Seine”  

Festival  

11. M21:   second   evaluation   including   user   feedback   and   SMEs   (what   we  

integrated  and  how  it  worked,  what  are  the  new  perspectives)    

12. M22:  Final  evaluation    

1.1.2 Technology adjustments

The   best   scenario   would   have   been   all   technologies   providing   APIs   for   easily  

exchanging  data  with  each  other.   Since   this   is   the   case  only   for  Air  Graffiti,  we  

decided  to  adopt  an  Aggregation  Approach  that  avoids  a  functional  integration  of  

technologies  but  still  allows  them  to  exchange  data.  Table  1explains  what  will  be  

exchanged.  

Table  1  :  What  and  how  -­‐  data  exchanged  across  technologies  

To

From

Pilot Real and More

Urbadeus Air Graffi t i Community Reports

Real and More

Real  and  

More  is  used  

to  explore  

 

 

What:    Inside  

Real  and  

More  users  

What:    Inside  

Real  and  

More  users  

What:    Inside  

Real  and  

More  users  

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the  history  of  

the  Issy  Fort,  

provoke  

curiosity  and    

engage  with  

citizens.    

can  access  

content  

created  by    

using  

Urbadeus  

How:    

Hyperlinks    

Embedded  in  the  3D  

Documentary    

can  access  

content  

created  by    

using  Air  

Graffiti  

How:    

Hyperlinks    

Embedded  in  the  3D  

Documentary  

can  access  

content  created  

during  

Community  

Reports    

How:    

Hyperlinks    

Embedded  in  

the  3D  

Documentar

y  

Urbadeus and Issy 3D

Urbadeus  is  

used  to  

create  

geolocalized  

content  

during  the  

Urban  Game  

and  

Community  

Reports  

 

Issy  3D  is  

used  to  

visualized  

Urbadeus  and  

other  

applications'  

content  on  a  

3D  map  of  

Issy  

What:  From  

Issy  3D  and  

Urbadeus  

users  can  

access  Real  

and  More  

How:  through  

geolocalized  

hyperlinks,  

embedded  in  

Issy  3D  and  

Urbadeus  

 

  What:  From  

Urbadeus  

users  can  see  

geolocalized  

content  that  

has  been  

produced  

using  Air  

Graffiti  

 How:  

through  Air  

Graffiti  API  

Urbadeus  

retrieves  the  

geolocalized  

content  

produced  in  

Issy  

What:  

Urbadeus  is  

used  during  

Community  

Reports  to  

produce  and  

geolocalize  

contents    

How:  already  supported  

 

Furthermore  

What  other  

kinds  of  User  

Generated  

contents  

produced  

during  

Community  

Reports  can  

be  

geolocalized  

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in  Urbadeus    

 

How    through  

geolocalized  

hyperlinks  

embedded  in  

Issy  3D  

Air Graffi t i Air  Graffiti  is  

used  to  

produce  

geolocalized  

content  and  

access  it  on  

mobile.  

 

 

What:  From  

Air  Grafitti,  

users  can  see  

Videos,  

Pictures  and  

Audio  created  

with  

Urbadeus    

How:  through  a  script  embedded  in  Urbadeus  

 

  What:  From  

Air  Graffiti  

users  can  see  

contents  

produced  

during  

Community  

Reports    

How:  already  supported  

Community Reports

Community  

Reports  

Programmes  

are  used  to  

train  trainers  

in  Issy  and  to  

involve  

citizens  in  

content  

creation.    

Real  and  

More  is  used  

to  build  

scenarios  for  

Community  

Reports    

 

 

Urbadeus  is  

used  as  a  tool  

for  producing  

and    

geolocalizing  

content  

during    

Community  

Reports  

Air  Graffiti  is  

used  as  a  tool  

for  

geolocalizing  

content  

during  

Community  

Reports  

 

 Based  on   their   current   state,   the   following  adjustments  will  need   to  be  carried  

out  on  the  involved  technologies  :  

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• Real   and   More   :   To   give   access   to   other   content   inside   the   3D  

reconstruction   of   the   Fort,     3D2+   will   have   to   design   a   solution   to  

visualize  and  access  hyperlink  from  within  the  3d  environment.  

• Urbadeus  :  To  exchange  content  with  other  apps  in  Urbadeus,  Navidis  will  

have   to   develop   a   script   that  will  make   available   daily   contents   for   Air  

Graffiti.    

• Air  Grafitti  :  To  exchange  content  with  other  apps,  Air  Graffiti  will  use  its  

API.    

• People’s   Voice   Media   :   To   adapt   its   Community   Report   training   to   a  

French   audience.   This   involves   translating   supporting   material   into  

French  before  the  course  (with  support  from  french  Llabs)  and  having  a  

translator  (French  LL  staff)  during  the  course  for  those  people  that  have  

problems  understanding  English.   People’s  Voice  Media  will   also  have   to  

adapt   to   a   new   target   population   and   will   have   to   choose   appropriate  

technologies,   avoiding   Social   Media   platforms   that   are   not   localized   in  

French.  

3.1.3 User involvement

Citizens  of  Issy  will  have  a  core  role.  They  will  be  asked  to  participate  as  History  

Explorer  and  produce  content   to  enrich   the  different   technologies.  At   the  same  

time,   they  will  be  asked   to  express   their  opinions  on   the   technologies   they  are  

using  (as  described  in  “User  Research”)  and  to  participate  to  the  city  life  through  

innovative   eParticipation   technologies.   From   this   point   of   view,   Urbadeus  will  

have  a  particularly   important  role  of  giving  citizens   the  opportunity   to  express  

their  opinion  by  attributing  an  emotional   tag   to   the  content   they  create  during  

the  urban  game.  

The   inhabitants   of   Issy   are   generally   proud   of   their   city’s   image   as   one   of   the  

most  advanced  cities  in  France  and  proud  of  being  an  active  part  of  it.  Thus,  the  

majority  of   Issy’s   citizens  will   voluntarily  participate   in   the  experimentation  of  

new  services  and  products.    

All   these   activities   will   be   broadcasted   on   the   city’s   local   Web   TV   channel  

(www.issy.tv)   and   relayed   on   the   city’s   local   magazine,   local   social   network  

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(www.i-­‐folio.fr),   and   on   the   city’s  Web   page   (www.issy.com),   a   cornerstone   of  

Issy’s  national  dissemination  activities.  

Issy-­‐les-­‐Moulineaux   Facebook   and   Twitter   pages   will   also   be   used   to   raise  

awareness  on  the  Virtual  Museum  within  the  framework  of  cross-­‐border  Apollon  

experiment.    

3.2 Manchester pilot

3.2.1 Use scenario

The  Manchester  pilot  will  work  in  partnership  with  three  existing  projects  in  the  

city   to   test   and   evaluate   the   Air   Graffiti   application   from   IBBT,   the   Urbadeus  

application   from   Navidis   and   the   Community   Reporters   model   from   Peoples  

Voice   Media.   In   relation   to   this,   evaluation   of   Living   Labs   processes   and  

methodologies  will  also  take  place.  

Below  is  an  overview  of  the  three  existing  projects  that  will  be  used  in  the  

Manchester  Pilot:  

• Manchester   Central   Library   closed   in   June   2010   for   three   years   of  

refurbishment   and   renovation   and   there   is   a   need   to   keep   citizens  

informed  of  the  progress  of  the  refurbishment  work.  The  use  of  QR  codes  

located  at  key  locations  around  the  renovation  site  and  at  other  libraries  

around  the  city  will  be  used  to  link  to  online  resources  where  citizens  can  

find   out   more   about   the   renovation   work   and   leave   comments   and  

questions.  

• Manchester   Galleries   is   the   Decoding   Art   project  

(http://www.manchestergalleries.org/decodingart/),  which  has  fixed  QR  

codes  to  twenty  public  art  works  in  the  city.  Each  QR  code  links  to  a  web  

page  about   that  art  work,  and  the  page  will   include  text  about   the  work  

and  an  MP3  audio  clip  of  the  text.  

• The  Greater  Manchester  County  Records  Office   is  running  a   ‘Big  Society’  

project   funded   by   the   Museums,   Libraries   and   Archives   Council  

(http://www.mla.gov.uk/)   to   explore   how   to   engage   with   citizens   who  

would   not   normally   access   their   local   archives.   Images   from   the   local  

images  collection  of  Manchester  (http://images.manchester.gov.uk/)  will  

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be  printed  on  posters  with  QR  codes  and  placed  at  the  locations  shown  in  

each   photograph   to   encourage   citizens   to   leave   stories,   comments   and  

other   information   about   that   location.   Events   will   take   place   in   local  

libraries  to  make  citizens  aware  of  the  posters  and  the  QR  codes.  

Walking   tours   and   evaluation   sessions   will   be   set   up   with   expert   users   and  

citizens   to   test   and   evaluate   how   Air   Graffiti   from   IBBT   and   Urbadeus   from  

Navidis  can  be  used  to  engage  citizens  in  both  the  Central  Library  refurbishment  

and  the  Decoding  Art  project.  

User   testing   will   evaluate   subjects   including   usability   of   the   applications,  

language   /   cultural   differences   in   the   application’s   interfaces,   ideas   for   future  

development  and  general  feedback.  

In  addition,  evaluation  will  also  take  place  of   the  preparation  work  required  to  

enable  the  applications  from  IBBT  and  Navidis  to  be  used  in  Manchester,  such  as  

time  required  to  prepare  3D  model  data  of  Manchester  Central  Library  for  use  in  

Urbadeus.  

Peoples   Voice   Media   will   promote   the   Central   Library,   Decoding   Art   and   Big  

Society  projects  through  their  network  of  Community  Reporters,  and  will  work  

with   Manchester   Central   Library   staff   to   clarify   if   and   how   the   Community  

Reporters  model  can  be  used  by  a  city  administration  as  alternative  channel  of  

communication  to  citizens.  For  example,  Community  Reports  will  be  given  access  

to   inside   the   Central   Library   building   and   blog   about   the   progress   of   the  

renovation   work,   carry   out   interviews   with   key   people   involved   in   the  

renovation   project   which   will   go   online,   and   similar.   Community   Reports   will  

also  be  invited  to  be  involved  in  the  user  testing  sessions  of  the  Air  Graffiti  and  

Urbadeus  applications.  

3.2.2 Pilot set-up

The  Manchester  pilot  will  involve  three  phases:  

• Preparation  of  applications  for  use  in  Manchester.  

• User  testing  sessions.  

• Evaluation  of  Living  Labs  processes  and  methodologies.  

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3.2.2.1 Preparation of applications for use in Manchester

In   order   to   carry   out   successful   testing   of   the   Air   Graffiti   and   Urbadeus  

applications  during  user   testing  sessions  –  e.g.  walking   tours  around  public  art  

sites   tagged   with   QR   codes   using   Air   Graffiti   –   time   will   need   to   be   spent   to  

prepare  them  for  use.  

In  the  case  of  Urbadeus,  this  will  involve  gaining  access  to  the  3D  City  Model  of  

Manchester   produced   for   the   city   by   Arup.   Informal   agreements   have   already  

been   set   with   Arup   to   access   the   data   and   Manchester   is   currently   working  

through  the  administration  processes  to  hand  over  3D  data  to  Navidis  for  input  

into  Urbadeus.  

In  the  case  of  Air  Graffiti,  Manchester  will  liaise  with  IBBT  to  ensure  that  the  

application  is  ready  for  public  use.  

Timeline:  November  –  December  2010.  

3.2.2.2 User testing sessions.

The  user  testing  sessions  will  consist  of  the  following:  

• Expert  reviews.  MDDA  staff  will  carry  out  one-­‐to-­‐one  meetings  with  local  

experts  with  interests  in  areas  of  QR  codes,  e-­‐participation  /  social  media  

and  3D  applications  to  carry  out  half-­‐day,  in-­‐depth  evaluations  of  the  Air  

Graffiti  and  Urbadeus  tools,  feeding  back  findings  from  the  evaluations  to  

IBBT   and   Navidis   in   order   to   support   development   of   the   applications.  

These   sessions   will   also   be   used   to   enable   IBBT   and   Navidis   to   gain  

knowledge  of  local  business  contacts  and  networks  that  may  be  useful  to  

expand   into   new   markets.   By   proxy,   MDDA   will   also   test   Living   Labs  

processes   for   cross-­‐border   knowledge   sharing.   The   expert   reviews   will  

focus   on   usability,   market   readiness,   language   /   localisation   /   culture  

differences,   scenarios   for   testing   the   products   with   users   in   the   target  

market,  software  /  hardware  requirements.  

• Testing  with  citizens.  A  maximum  of  three  user  testing  sessions  will  take  

place  with  members  of  the  public.  One  user  testing  session  will  evaluate  

how  using  QR  codes  and  location  aware  comments  can  engage  citizens  in  

the  Manchester  Central  Library  renovation  work.  Air  Graffiti  will  be  used  

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as   the  application   to  engage  with  citizens  using  QR  codes  and  Urbadeus  

will  be  used  as  the  application  to  engage  using  location  aware  comments.  

A  second  user  testing  session  using  both  Air  Graffiti  and  Urbadeus  will  be  

carried  out  to  evaluate  how  they  can  augment  and  support  the  public  art  

tour  provided  by  Manchester  City  Galleries.  A   third  user   testing   session  

using  Air  Graffiti  and  Urbadeus  will  evaluate  how  they  can  support  access  

to  local  history  archives  through  the  use  of  QR  codes  and  location  aware  

comments   based   around   posters   showing   old   images   of   Manchester   at  

various  locations  around  the  city.  

Timeline:  

• Expert  reviews:  M14-­‐M15.  

• User   testing   session  1:  Manchester  Galleries   is   the  Decoding  Art  project  

(Walking  tour  of  public  art  works  provided  by  Manchester  City  Galleries).  

M16-­‐M17,  dependent  on  the  weather.  

• User   testing   session   2:   Manchester   Central   Library.   M17-­‐M20,   mainly  

dependent   on  when   the  3D   city  model   of  Manchester   can  be   integrated  

into  Urbadeus.  

• User   testing   session   3:   Greater   Manchester   County   Records   Office   ‘Big  

Society’   project   (local   images   of   Manchester).   M15-­‐M17.   This   is  

dependent  on  Greater  Manchester  County  Records  Office  providing  local  

images  for  use  on  posters.  

3.2.3 Technology adjustments

The   following   adjustments   will   need   to   be   carried   out   in   order   to   test   the  

products  in  the  Manchester  scenario.  

• Ensuring  that  English   is  provided  as  a   language   in   the  user   interfaces  of  

both  Urbadeus  and  Air  Graffiti.  Air  Graffiti  already  provides  an   interface  

in  English.  Work  will  need  to  carried  out  with  Navidis  and  MDDA  to  test  

an  English  language  interface  for  Urbadeus;  

• Ensuring   that   the   3D   city   model   of   Manchester   can   be   integrated   into  

Urbadeus.  Agreements   are   already   in  place   to   access   the  3D   city  model,  

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and   Manchester   is   currently   going   through   administrative   exercises   to  

release  the  data.  The   Manchester   team   will   be   working   closely   with   Peoples   Voice   Media   and  

other  local  partners  to  ensure  that  there  are  adequate  opportunities  for  feedback  

built   into   this   part   of   the   planned   local   collaborative   working   to   enable   any  

further  adjustments  that  are  required  to  be  made  efficiently  and  effectively.  

3.2.4 User involvement

In  order  to  involve  users  (experts  and  citizens),  Manchester  will  carry  out  the  

following  activities:  

1. Decoding   Art   public   art   works   tour.   To   involve   citizens,   Manchester  

Galleries  and  MDDA  will  put  out  a  call  for  interested  citizens  to  take  part  

in  a  ‘walking  tour’  that  will  test  the  Air  Graffiti  and  Urbadeus  applications.  

The   call   will   go   out   via   the   Manchester   Galleries   website,   Twitter   and  

Facebook  pages.  Additionally,  a  call  will  go  out  via  Peoples  Voice  Media  to  

ask   emerging   and   existing   Community   Reporters   to   be   involved   in   the  

session.   Users   will   be   invited   to   meet   at   MDDA’s   offices,   given   an  

overview   of   the   APOLLON   project   and   the   Air   Graffiti   and   Urbadeus  

applications,   then   taken   on   a   walking   tour   where   they   will   play   with  

applications.  During  the  tour,  comments  from  citizens  will  be  recorded  via  

audio   and   video   (if   consent   is   provided)   and   text.   When   the   tour   is  

finished   the   users   will   be   taken   back   to   MDDA’s   offices   and   asked   to  

complete   a   simple   evaluation   form   asking   for   their   views   on   the  

applications,   ideas   on   how   they   could   be   used   in   e-­‐Participation,   any  

technical   /   language   /   cultural   issues   that   arose,   and   similar.   Following  

the  session  a  summary  report  will  be  prepared  and  sent  back  to  IBBT  and  

Navidis.  

2. Manchester   Central   Library.   This   session  will   follow   the  model   of   (1)  

above,   apart   from   that   the   call   for   citizens   will   go   out   via   Manchester  

Libraries  website,  Twitter   and  Facebook  pages,   and  also  via   the  printed  

Full   Volume   newsletter.   Users   will   be   taken   to   the   Central   Library  

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renovation   site   and   asked   to   evaluate   the   Air   Graffiti   and   Urbadeus  

applications.  

3. Greater   Manchester   County   Records   Office   ‘Big   Society’   project.  

Again,  this  session  will  follow  the  model  of  (1)  above.  As  with  (2)  the  call  

for   users   will   go   out   via   Manchester   Libraries   website,   Twitter   and  

Facebook   and   also   via   Peoples   Voice   Media’s   website.   The   user   testing  

session  will   start  at  a   local   library   in  a  suburb  of  Manchester,  and  users  

will  be  taken  on  a  walking  tour  of  locations  in  the  area  where  posters  of  

old  images  of  Manchester  with  QR  codes  on  them  have  been  placed.  They  

will   use   Air   Graffiti   to   test   leaving   memories,   comments   and   other  

information   about   that   place.   They   will   also   be   asked   to   test   how  

Urbadeus  can  support  information  related  to  the  images.  

4. For   expert   reviewers,   MDDA   will   approach   local   experts   from  

organisations  and  businesses  with  knowledge  and  experience  of  the  areas  

relating   to   the   Air   Graffiti   and   Urbadeus   applications   –   QR   codes,   3D  

modelling  and  social  media.  These  will   include  organisations  such  as  the  

Manchester   Digital   Laboratory,   the   Centre   for   Construction   Innovation,  

Social  Media  Manchester  and  Arup.  

5. Additionally,  for  user  testing,  MDDA  will  approach  citizens  who  have  been  

involved  in  the  DEHEMS  home  energy  monitoring  Living  Labs  project  and  

ask  them  to  be   involved   in   the  user   testing  session   for  APOLLON.  Those  

citizens  will  have  experience  of  previous  Living  Labs  processes  and  useful  

information  may  be  gathered  from  them  by  comparing  their  experiences  

of  previous  Living  Labs  processes  with  current  thinking.  

3.3 Brussels pilot

3.3.1 Use scenario

3.3.1.1 Concept

The   working   title   for   the   pilot   is   “Museum   Quest”.   Within   this   pilot   we   will  

implement  a  serious  game  to  increase  the  involvement  of  youth  with  the  exhibits  

in   a   museum.   This   is   done   by   providing   a   game-­‐based   motivation   to   absorb  

information   and   by   steering   the   player   towards   noticing   certain   important  

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aspects  of   the  exposition.  The   innovation   in   the  presented  pilot  case   lies   in   the  

linking  of  a  real  and  a  virtual  environment  and  in  doing  this  by  means  of  a  game  

concept.   This  will   be   achieved  by   integrating   the   existing   virtual   technology  of  

3D2+  with  the  Internet  Of  Things  technology  (Air  Grafitti)  of  IBBT.    

In   terms  of  added  value   for  a  museum,   the  pilot  offers   two  use  cases.  The   first  

one  is  a  group  of  young  people  playing  a  game  in  a  museum.  This  can  be  done  in  

the   context   of   a   school   visit   or   a   visit   with   the   family.   The   second   use   case  

involves  non-­‐player  visitors  that  can  access  content  related  to  exhibits  on  their  

smartphones.  This  content  is  used  for  both  use  case  one  and  two.  In  use  case  two,  

non-­‐gaming  visitors  can  also  add  comments  to  the  exhibits  that  they  visit  in  the  

museum.  

Both  use  cases  can  be  combined,  to  offer  visiting  families  a  more  appealing  visit  

to   a  museum.   The   children   then   play   the   game,  while   the   parents   engage   in   a  

more  exhaustive  visit  along  the  lines  of  use  case  two.  

3.3.1.2 Scenario

In  this  section,  both  use  cases  are  discussed  in  a  more  hands-­‐on  way,  to  provide  a  

concrete  impression  of  how  the  pilot  will  operate.  This  scenario  will  function  as  a  

guideline  for  the  integration  of  the  various  technologies.    

Use  case  1:  the  Museum  Quest  game  

• The  users  have  or  loan  smartphones  on  which  they  can  see  a  badly  kept  

3D  museum  room  in  2030  in  which  certain  exhibits  are  missing.    

• They   are   told   that,   strangely,  all   the  stolen  exhibits  were  exposed   in   the  

museum  in  the  year  2011.  However,  much  information  has  been  lost  over  

the  years  regarding  the  stolen  objects.  The  user  is  asked  to  help  the  police  

identify  the  stolen  objects  by  going  back  in  time,  meaning  to  move  in  the  

real  museum  in  which  they  are  currently  located,  and  identify  the  missing  

exhibits.  

• Each  of   the  exhibits   is  marked  by  a  question  mark   in   the  3D  world.  The  

user   can   walk   around   in   the   world   and   click   on   the   question   marks.  

Clicking   on   the   question   mark   produces   an   overview   of   the   remaining  

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information   regarding   the   exhibit.   The   users   are   asked   to   go   find   the  

matching  works  in  the  museum.  

• Some  or  all  of  the  pieces  in  the  real  museum  have  been  marked  with  a  QR  

code.  When  scanning  the  code,  the  user  is  presented  with  content  related  

to   the   exhibit   and   an   identification   code.   If   the   user   believes   they   have  

identified  a  missing  object,  they  can  enter  the  code  at  the  location  of  the  

missing  exhibit  in  the  3D  world.  If  it  matches,  they  get  points.  

• A  Twitter  account  is  set  up  for  the  game.  Key  events  that  take  place  in  the  

game,   like   players   successfully   matching   a   missing   exhibit   to   a   real  

exhibit,  are  logged  to  this  twitter  account.  The  twitter  account  can  then  be  

embedded   in   the  website   of   the  museum   to  provide   an  overview  of   the  

activity   of   the   game.   This   could   intrigue   visitors   of   the   website   and  

motivate  them  to  visit  the  museum.  In  addition,  the  twitter  account  can  be  

visualized  in  the  heads  up  display  of  the  3D  application,  to  give  players  an  

overview  of  what  other  players  are  doing  in  the  game.  

Use  case  2:  participation  of  museum  visitor  in  museum  exhibition  

• Before  entering  the  museum,  visitors  are  made  aware  of  the  fact  that  they  

can   access   exhibit-­‐related   content   using   their   smartphones.   However,  

they  are  told  that  they  need  a  scanner  application  to  do  so.  For  example  

OptiScan  for  iOS  costs  1.99$.    

• QR  codes  have  been  placed  close  to  exhibits.  Scanning  the  QR  code  using  

the  scanner  opens  a  browser  window  that  automatically   links   to   the  Air  

Grafitti   page   on   which   the   content   can   be   accessed.   This   can   be   text,  

images,  video  or  audio.  

• Visitors   are   also   offered   an   interface   to   post   comments   on   the   exhibit  

about   which   they   are   viewing   content.   They   also   have   access   to   a  

Facebook  “like”  button,  which  will  automatically  post  the  exhibit  to  their  

friend  network  on  Facebook.  Using  the  like  button  increases  the  exposure  

of  the  museum  and  its  exhibitions  to  the  public.  

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3.3.2 Pilot set-up

3.3.2.1 Motivation for pilot reorientation

As  the  remainder  of  this  deliverable  will  elaborate,  the  pilot  that  will  be  carried  

out   in   Brussels   is   substantially   different   from   the   pilot   that   was   described   in  

deliverable  5.3  and  that  has  been  summarized  in  section  2.3.  The  reason  for  this  

reorientation  is  threefold:  

A   first   reason   is   that   there   are   a   number   of   hindrances   related   to   the  

implementation  of  the  campus  of  the  future  scenario.  The  main  obstacle  was  the  

slow   progress   in   completing   all   the   foreseen   infrastructure   to   establish   a  

campus-­‐wide   living   lab  representing  the  university  of   the   future.  Especially   the  

usage   of   a   student-­‐card   featuring   an   RFID   chip   and   the   linking   of   different  

databases   containing   student   and   personnel   information   proved   very  

cumbersome.   The   university   is   an   environment   with   a   flat   organizational  

structure,  in  which  decisions  need  to  be  taken  by  many  instances  before  they  are  

actually  implemented.  Unfortunately,  we  could  not  wait  for  the  decision  making  

process  on  this  to  be  completed  before  starting  to  roll-­‐out  of  the  Apollon  pilot.  

Secondly,   discussions   with   the   various   involved   SME’s   made   it   clear   that   the  

business  case  for  the  campus  of  the  future  was  not  (yet)  within  their  current  and  

future   business   roadmap.   This   is   why   we   are   switching   to   a   more   culture-­‐

oriented  pilot  that  features  more  overlap  with  the  pilots  that  will  be  conducted  

in   Paris   and  Manchester.   The   SME’s   are   interested   in   this   type   of   application,  

making   the   new   pilot   definition   more   of   a   win-­‐win   situation   for   all   involved  

parties.  

A  final  reason  why  we  adjusted  the  pilot  is  the  fact  that  a  museum  partner  was  

looking   to   experiment  with   a   similar   technology   set-­‐up   and   application   as   the  

type   of   pilot  we   are   offering.  Within   the   role   of   the   Living   Lab   as   a   broker   for  

innovation  between  SMEs  there  was  an  interesting  opportunity  for  a  synergetic  

cooperation   and   by   so   to   offer   a   possible   opportunity   for   each   of   the  

stakeholders  involved.  

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3.3.2.2 Non-technical set-up

The   pilot   involves   collaboration   between   different   stakeholders,   each   with   a  

specific  responsibility:  

• The   local   Living   Lab:   The   responsibility   of   this   actors   does   not   only  

include  a  good  integration  of  the  various  technologies,  but  also  that  this  is  

in-­‐line  with   the   needs   and   requirements   of   the   hosting   partner,   i.e.   the  

museum.  Next  to  that,  they  also  are  responsible  for  involving  the  users  in  

the  development  and  evaluation  process    

• The  transfer  Living  Lab:  as  they  already  have  experience  with  one  of  the  

basic  technologies  that  will  be  part  of  the  integrated  pilot,  their  role  is  to  

provide   the   necessary   input   with   regard   to   user   experiences   on   that  

technology,  based  on  the  research  they  have  conducted  so  far.  

• Technology   providers:   The   technology   providers   involved,   3D2+   and  

IBBT,   are   responsible   for   integrating   their   technologies.   They  will  work  

together   in   developing   the   ‘Museum   Quest’   concept.   They   are   also  

responsible   for   describing   the   necessary   technology   set-­‐up   and   guide  

both   the   Living   Lab   and  museum   in   the   actual   set-­‐up   and   deployment.  

Next   to   the   integration,   they   will   provide   the   necessary   monitoring  

instruments  to  allow  the  logging,  needed  for  the  evaluation.  

• The  hosting  partner:  The  application  that  is  the  subject  of  the  pilot  will  be  

tested  and  evaluated  in  a  real   life  environment.   In  practice  this  will  be  a  

museum  setting.  The  museum  acts  as  a  full  partner.  This  mean  that  they  

will   not   only   use   the   application   in   their   daily   operations,   but   also   that  

they  will  provide  the  necessary  access  to  their  premises.  In  addition,  this  

actors  will  be  responsible   for   the  addition  of   the  exhibit-­‐related  content  

that  is  relevant  to  the  scenario.  

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3.3.2.3 Technical set-up

Use  Case  diagram  

 Figure  2:  use  case  diagram  for  Brussels  pilot  

As   can   be   seen   in   Figure   2,   both   gamers   and   non-­‐gamer   visitors   can   use   the  

functionality  that  will  be  developed  in  this  pilot.  The  non-­‐gaming  museum  visitor  

will   be   able   to   scan   QR   codes   and   receive   content   on   the   related   exhibit.   In  

addition  to  this,  the  gamer  will  use  this  content  to  match  the  missing  exhibits  in  

the  3D  world  to  the  exhibits  in  the  real  museum.    Also,  the  gamer  will  be  able  to  

monitor   the   progress   of   the   other   teams   that   are   playing   the   game,   through   a  

visualization  of  the  game’s  twitter  log.  A  similar  visualization  will  be  available  on  

the  museum’s  website,  in  order  to  draw  new  players  to  Museum  Quest  and  thus  

to  the  museum.  

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In   terms  of  user-­‐generated  content,  both   the  gamer  and   the  non-­‐gamer  will  be  

able  to  use  a  “like”  button  to  post  the  exhibit  content  to  their  social  network  in  

Facebook.  Non-­‐gaming  visitors  will   also  have   the  ability   to  write   comments  on  

the  exhibits.  Although  perfectly  feasible  from  a  technical  point  of  view,  we  do  not  

believe  writing  comments  on  an  exhibit  is  something  one  would  do  while  playing  

the  game.  This  is  why  we  are  leaving  it  out  of  the  use  case  for  the  Museum  Quest  

game.  

Someone  who  has  access  to  the  appropriate  content  and  can  oversee  its  quality  

will   add   the  content   to  Air  Grafitti.   In  Figure  2,   this   role   is   called   the   “Museum  

content   provider”.   Most   museums   already   have   content   on   their   exhibits   for  

publication  in  e.g.  printed  catalogues  and  web  sites,  so  adding  the  content  will  be  

mainly   a   question   of   selecting   and   formatting   the   appropriate   content.   In  

addition  to  administering  the  content,  the  museum  content  provider  will  be  able  

to   print   a   QR   code   via   Air   Grafitti   that   can   be   placed   close   to   the   exhibit   it   is  

related   to.     Depending   of   the   time   frame   of   the   pilot,   these   QR   codes   can   be  

printed  or  engraved  on  a  durable  medium,  or  not.    

3D2+  will   develop   the   3D  world.   The  world  will   look   like   a  museum   that   has  

been  badly  kept.  The  world  does  not  have  to  match  the  actual  museum  to  match  

the  game  concept.  Air  Grafitti  will  be  used  to  provide  content  on  the  exhibits,  and  

generate  QR  codes  that  can  be  placed  close  to  the  exhibits  in  the  real  museum.  

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Technical  architecture  

 Figure  3:  software  and  hardware  deployment  in  the  integrated  scenario  

As  can  be  seen  in  Figure  3,  this  scenario  foresees  that  all  the  functionality  of  the  

game  can  be  used  on  one  smartphone  device  and  in  the  same  application.  The  3D  

application,   built   in   the   Shiva   3D   engine   technology3   used   by   3D2+,   will   be  

ported  to  a  code  base  that  can  be  executed  on  smartphones  using  either  iOS  or  

Android  as  operating  system.    

3D2+  will  also  integrate  a  QR  scanner  in  the  3D  application,  so  the  user  does  not  

need   to   leave   the   application   when   scanning   a   QR   code   and   displaying   the  

resulting  content.  

                                                                                                               3  http://www.stonetrip.com/  

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Once  a  QR  code  has  been  scanned  in  the  application,  the  content  that  is  hosted  on  

the   Air   Grafitti   server   will   be   read   using   the   Air   Grafitti   API.   This   API   can   be  

called  upon  through  REST  GET  requests  and  produces  XML  data  that  will  need  to  

be   parsed  by   the   application   in   order   to   be   displayed   in   the   3D  world,   or   in   a  

dialogue  window  on  top  of  the  application’s  heads  up  display.    

When  certain  events  occur  in  the  3D  application,  the  Twitter  API4  will  be  invoked  

and  specific   information  will  be  passed   in  XML  format.  This  Twitter   log   is   then  

visualized  in  the  3D  application  of  other  players  and  on  the  museum’s  web  site.  

When  gamers  or  non-­‐gaming  visitors  use  the  “like”  button,  data   is  sent   in  JSON  

format  to  Facebook’s  Open  Graph  API5.    

All   data   streams   that   will   need   to   pass   over   internet   are   requests   to   web  

platforms   that   produce   text,   images   or   videos   that   are   optimized   for   the  web.  

Therefore,   we   expect   the   application   to   be   able   to   read   and   display   exhibit  

content  using  a  HSDPA  connection  which  is  readily  available  from  Belgian  mobile  

carriers.   Should   the   architectural   structure   of   the   museum   prove   to   greatly  

impair  data  transmissions,  or  should  the  responsiveness  of  the  application  prove  

to  be  too  low  using  HSDPA,  we  will  need  to  look  for  alternatives,  like  installing  a  

temporary  Wi-­‐Fi  network  in  the  museum.  

3.3.2.4 Timing

A  number  of  different  tasks  will  need  to  be  undertaken  in  order  to  complete  this  

pilot.  They  are  the  following:    

1. Scenario   co-­‐design:   adaptation   of   the   game   scenario,   together   with   the  

museum  and   the   implementation  partners:  3D2+  and   IBBT.   In   this   task,  

more  research  needs  to  be  done  on  interface  design  and  technical  aspects,  

like   the   exporting  of   Shiva  3D  applications   to  mobile   operating   systems  

and  the  integration  in  Shiva  3D  of  a  QR  scanning  function.  (M13-­‐M15)  

2. Implementation   &   testing:   the   actual   creation   of   the   application,  

integration   of   3D2+   and   IBBT   technologies   and   testing   of   the   resulting  

application.  (M14-­‐M20)  

                                                                                                               4  http://apiwiki.twitter.com/  5  http://developers.facebook.com/docs/api  

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3. Experiment   &   user   tests:   exposing   users   to   the   actual   application   and  

tesing  the  effect  of  the  application.  (M18-­‐M24)  

3.3.3 Technology adjustments

3.3.3.1 3D2+

3D2+  will  use   the  KidNet  platform  for   this  pilot.  KidNet   is  a  virtual  community  

for   children   in   which   each   user   has   its   own   login.   In   order   to   decrease   the  

budget,  we  will  use  existing  KidNet  graphics  in  the  pilot..  Several  existing  KidNet  

funtionalities  will  be   left  out.  For  example,   there   is  no  need   in   the  pilot   to   talk  

with   one’s   friends,   personalize   one’s   avatar   or   one’s   island.   This   means   the  

interface  of  the  program  will  have  to  suit  the  requirements  of  the  pilot.  

The  following  elements  need  to  be  developed  to  suit  the  pilot’s  game  design:  

o Text  explaining  the  game    

o The  design  of  the  3D  world  in  the  future  with  the  missing  exhibits.    

o Support  for  the  game  mechanics  that  are  part  of  the  pilot  :    

§ Players  can  match  real-­‐world  exhibits  with  missing  exhibits  in  the  virtual  world.  

§ Each  time  the  player  matches  a  missing  exhibit,  this  exhibit  appears  in  the  virtual  world.    

o Visualisation  of  Twitter  log  in  heads-­‐up  display  

o Integration  of  Facebook  “like”  button  in  heads-­‐up  display  

o Single  signon,  allowing  the  players  to   log   in  to  the  3D  application  

and  in  the  same  stretch,  with  Air  Graffiti.    

3.3.3.2 IBBT

The   Air   Grafitti   web-­‐based   application   will   be   used   by   non-­‐gaming   visitors   to  

access  content  on  exhibits  in  the  museum,  but  currently  has  a  distinct  look  and  

feel   that   does   not   necessarily  match   the   style   of   a  museum.  As   the   site   can  be  

skinned,  a  new  look  and  feel  should  be  applied  to  more  closely  match  the  style  of  

the  museum  in  which  the  pilot  will  be  deployed.  

Also,   the  second  use  case  described   in  3.3.1.2  mentions   the  possibility   to   “like”  

content  related  to  a  certain  exhibit.  This  like  button  needs  to  be  added  to  the  Air  

Grafitti  platform.    

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Another  thing  that  needs  to  be  taken  care  of  is  the  printing  of  QR  codes  that  are  

large  enough  to  be  displayed  in  a  museum.  In  the  current  version  of  Air  Grafitti,  

the  generated  QR  codes  are  non-­‐printable.  

3.3.4 User involvement

The  user  involvement,  within  the  pilot  has  the  objective  to,  on  the  hand,  steer  the  

integration  process  and,  on  the  other  hand,  evaluate  the  pilot.  Therefore,  we  plan  

to  involve  the  users  during  the  pilot  phase  on  three  levels:  

1. Firstly,   the   end-­‐users  will   be   involved   in   the   shaping   process.   This   is   a  

two-­‐step   approach.   The   first   step   is   an   observation   phase   that   will  

investigate  how  people  are  currently  visiting  the  museum  and  looking  at  

the  various  exhibits.  This  will  be  done  through  ethnographic  observations  

in-­‐situ   in  which  we  will   focus  on  how  people  browse   the  museum,  how  

they   interact   with   the   artworks,   the   interaction   between   them,…   In   a  

second  phase,  the  integration  of  the  various  technologies  into  the  specific  

Museum   Quest   game   will   be   co-­‐designed   with   users   during   iterative  

sessions..  Here,  existing  results  of  user  research   from  the  different  core-­‐

technologies  used  (eg.  3D  technology  3D2+  and  Air  Grafitti)  will  act  as  a  

reference   point.     This   will   be   done   during   the   integration   and   set-­‐up  

phase.   The   co-­‐design   sessions  will   be   organized  with   the   specific   target  

groups   (students,   teachers,   families)  and  will   focus  on   the  requirements  

of   each   group.   During   these   sessions,   we   will   start   with   some   key-­‐

concepts     (based  on   the  existing   technology,   the   initial   scenario  and   the  

results   of   the   observation)   that   will   be   checked   with   these   users   and  

transferred  in  the  concrete  design  of  the  applications.(M14-­‐M15)  

2. Secondly,  the  users  will  be  involved  in  the  evaluation  process.  During  the  

deployment   phase   of   the   pilot   in   a   real-­‐life   setting,   we   foresee   a  

permanent  evaluation  exercise  with  the  ‘end-­‐users’  of  the  Museum  Quest.  

This  is  done  through  an  ex-­‐ante  and  post-­‐  evaluation  exercise  performed  

by  every  user  that  will  test  the  application  in-­‐situ.    (M16-­‐M20)  During  the  

ex-­‐ante  phase  we  will  make  a  thorough  profile  of  the  users  with  regard  to  

their  ICT  and  game  use  as  well  as  their  museum  experiences.  During  the  

evaluation,  a  permanent   logging  will  keep  track  of  their  activities  on  the  

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application  level.  At  the  end  of  this  phase,  an  ex-­‐post  questionnaire  will  be  

conducted   to   evaluate   the   users’   experience   with   regard   to   the  

application.  

3. Thirdly,  we  will   involve  the  stakeholders  themselves  as  users  within  the  

general  post-­‐evaluation  process.  This  will  done  through  some  interactive  

workshops  in  which  all  stakeholders  (museum,  3D2+  ,  AirGrafitti  and  LL)  

are   involved.   (M20-­‐M24)   The   goal   of   these   workshops   is   not   only   to  

evaluate   the   application   and   service   as   such   but   also   to   investigate   the  

process  of  the  integration  and  the  cross-­‐border  Living  Lab  exercise.  Here,  

we  will  use  the  templates  from  WP1.  Part  of  this  research  will  also  focus  

on  how  this  has  helped  the  SMEs  in  their  business  development  activities.    

4. Evaluation tracking The  evaluation  of  the  pilots  will  be  carried  out  following  the  questionnaires  and  

templates  provided  by  WP1  in  D1.3.    

WP5  Living  Labs  are  responsible  for  collecting  the  necessary  data  to  evaluate  the  

pilots   accordingly   to   WP1   requirements.   In   particular,   Living   Labs   will   be  

responsible   for   collecting   and   analyzing   user   feedback   during   the   “piloting  

activity  both   in   local  and  cross-­‐border  settings,  and   to  collect  and  analyze  SME  

feedback  about   the  benefits  and  problems  of   collaborating  with  a   cross  border  

network  of  Living  Labs.  

4.1 Transfer Living Labs evaluate SME technology based on user feedback in cross-border settings

The  transfer   living  labs  will  be  responsible  for  evaluating  the  technologies  they  

are  piloting,  according  to   the   feedback  they  receive   from  normal  users,  experts  

and  local  stakeholders.  Living  Labs  will  track  two  kinds  of  user  data:  qualitative  

and   quantitative.   Qualitative   evaluation   will   be   done   through   the   analysis   of  

users  feedbacks  during  the  piloting  activities.  Since  each  pilot  foresees  different  

levels  of  user  engagement,  each  living  lab  will  have  to  define  its  methodology  for  

collecting  these  feedbacks.  One  example  is  the  co-­‐innovation  workshops  adopted  

for  the  French  Pilot.  Living  Labs  will  exchange  best  practices  to  achieve  the  best  

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coherence   in   the   evaluation   method   in   order   to   obtain   comparable   data.  

Common   templates   for   collecting   user   feedback   will   be   defined   by   the   end   of  

January  2011  (M15).    

In terms of quantitative evaluation, each SME will record its technology logs during

the piloting activities in order to monitor how many users use the applications and

how much content they produce. The local living labs will make sure these logs are

active and up-to- date. The transfer living lab is responsible for analyzing the logs for

its pilot along with qualitative data.

These data will be collected during the pilot. The final evaluation will be completed

by the end of July 2011 (M21).

4.2 SME evaluation of the collaboration with Living Labs in the cross-border experiments

In   order   to   collect   SME   feedback   about   their   collaboration   with   living   labs   in  

cross-­‐border   settings,   each   participating   SME   will   be   interviewed   two   times   :  

once  by  the  local  living  lab  and  once  by  the  transfer  living  lab.  The  local  living  lab  

will   interview   the   SME   about   its   cross-­‐border   experience   and   how   they  

collaborated   with   the   transfer   living   lab.   The   goal   is   to   identify   the   problems  

encountered  and   the   role  of   the   transfer   living   lab   in   supporting   the   SME.  The  

transfer   living   lab  will   interview  the  SME  about   its  collaboration  with   the   local  

living  lab.  The  goal  is  to  evaluate  how  the  local  living  lab  supported  the  SMEs  in  

preparing  and  conducting  the  cross  border  activity.  

Furthermore,  in  order  to  keep  track  of  new  contacts  and  business  opportunities  

that   SMEs   discovered   thanks   to   the   cross-­‐border   activity   in   APOLLON,   each  

Living  Lab  will  draw  a  graph,   representing   the  connections   (projects,  partners,  

users)   that   local  SMEs  had  at   the  beginning  of   the  cross-­‐border  pilot  They  will  

keep  this  graph  updated  with  new  connections  during  the  piloting  activity.